Tue, 18 Mar 2025 22:43:31 +0100
prepare code for embedding shader sources with c23 #embed
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2025 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifdef ASC_SHADER_CODES_LOADED #error "Shader codes are supposed to be included once!" #endif #define ASC_SHADER_CODES_LOADED #include "ascension/shader.h" #define asc_embed(name, file) \ __asm__(".section .rodata\n" \ ".global " #name "\n" \ #name ":\n" \ ".incbin \"" file "\"\n" \ ".byte 0\n" \ ); \ extern const char name[] #ifdef __has_embed const char asc_shader_code_sprite_vtx[] = { #embed "../shader/sprite_vtx.glsl" suffix(, 0) }; const char asc_shader_code_sprite_frag[] = { #embed "../shader/sprite_frag.glsl" suffix(, 0) }; #else #warning "C23 support for #embed is missing - falling back to inline assembler" asc_embed(asc_shader_code_sprite_vtx, "../shader/sprite_vtx.glsl"); asc_embed(asc_shader_code_sprite_frag, "../shader/sprite_frag.glsl"); #endif static AscShaderCodes asc_shader_codes_sprite = { asc_shader_code_sprite_vtx, asc_shader_code_sprite_frag };